

#include "CGeometryCreator.h"
#include "SAnimatedMesh.h"
#include "SMeshBuffer.h"
#include "SMesh.h"
#include "IVideoDriver.h"
#include "CImage.h"
#include <stdio.h>
#include "os.h"

namespace irr
{
    namespace scene
    {

        // creates a hill plane
        IAnimatedMesh* CGeometryCreator::createHillPlaneMesh(const core::dimension2d<f32>& tileSize, const core::dimension2d<s32>& tc,
            video::SMaterial* material,	f32 hillHeight, const core::dimension2d<f32>& ch,
            const core::dimension2d<f32>& textureRepeatCount)
        {
            core::dimension2d<s32> tileCount = tc;
            tileCount.Height += 1;
            tileCount.Width += 1;

            core::dimension2d<f32> countHills = ch;

            SMeshBuffer* buffer = new SMeshBuffer();
            SMesh* mesh = new SMesh();
            video::S3DVertex vtx;
            vtx.Color.set(255,255,255,255);
            vtx.Normal.set(0,0,0);

            if (countHills.Width < 0.01f) countHills.Width = 1;
            if (countHills.Height < 0.01f) countHills.Height = 1;

            f32 halfX = (tileSize.Width * tileCount.Width) / 2;
            f32 halfY = (tileSize.Height * tileCount.Height) / 2;

            // create vertices

            s32 x = 0;
            s32 y = 0;

            core::dimension2d<f32> tx;
            tx.Width = 1.0f / (tileCount.Width / textureRepeatCount.Width);
            tx.Height = 1.0f / (tileCount.Height / textureRepeatCount.Height);


            for (x=0; x<tileCount.Width; ++x)
                for (y=0; y<tileCount.Height; ++y)
                {
                    vtx.Pos.set(tileSize.Width * x - halfX, 0, tileSize.Height * y - halfY);
                    vtx.TCoords.set(-(f32)x * tx.Width, (f32)y * tx.Height);

                    if (hillHeight)
                        vtx.Pos.Y = (f32)(sin(vtx.Pos.X * countHills.Width * irr::core::PI / halfX) *
                        cos(vtx.Pos.Z * countHills.Height * irr::core::PI / halfY))
                        *hillHeight;

                    buffer->Vertices.push_back(vtx);
                }

                // create indices

                for (x=0; x<tileCount.Width-1; ++x)
                    for (y=0; y<tileCount.Height-1; ++y)
                    {
                        s32 current = y*tileCount.Width + x;

                        buffer->Indices.push_back(current);
                        buffer->Indices.push_back(current + 1);
                        buffer->Indices.push_back(current + tileCount.Width);

                        buffer->Indices.push_back(current + 1);
                        buffer->Indices.push_back(current + 1 + tileCount.Width);
                        buffer->Indices.push_back(current + tileCount.Width);
                    }

                    // recalculate normals
                    for (s32 i=0; i<(s32)buffer->Indices.size(); i+=3)
                    {
                        core::plane3d<f32> p(
                            buffer->Vertices[buffer->Indices[i+0]].Pos,
                            buffer->Vertices[buffer->Indices[i+1]].Pos,
                            buffer->Vertices[buffer->Indices[i+2]].Pos);

                        p.Normal.normalize();

                        buffer->Vertices[buffer->Indices[i+0]].Normal = p.Normal;
                        buffer->Vertices[buffer->Indices[i+1]].Normal = p.Normal;
                        buffer->Vertices[buffer->Indices[i+2]].Normal = p.Normal;
                    }

                    if (material)
                        buffer->Material = *material;

                    buffer->recalculateBoundingBox();

                    SAnimatedMesh* animatedMesh = new SAnimatedMesh();
                    mesh->addMeshBuffer(buffer);
                    mesh->recalculateBoundingBox();
                    animatedMesh->addMesh(mesh);
                    animatedMesh->recalculateBoundingBox();

                    mesh->drop();
                    buffer->drop();

                    return animatedMesh;
        }



        IAnimatedMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture, 
            video::IImage* heightmap, const core::dimension2d<f32>& stretchSize,
            f32 maxHeight, video::IVideoDriver* driver, 
            const core::dimension2d<s32> maxVtxBlockSize,
            bool debugBorders)
        {
            u32 tm = os::Timer::getRealTime()/1000;

            if (!texture || !heightmap)
                return 0;

            video::SMaterial material;
            c8 textureName[64];
            c8 tmp[255];


            // debug border
            s32 borderSkip = debugBorders ? 0 : 1;

            video::S3DVertex vtx;
            vtx.Color.set(255,255,255,255);

            SMesh* mesh = new SMesh();

            core::dimension2d<s32> hMapSize= heightmap->getDimension();
            core::dimension2d<s32> tMapSize= texture->getDimension();
            core::position2d<f32> thRel((f32)tMapSize.Width / (s32)hMapSize.Width, (f32)tMapSize.Height / (s32)hMapSize.Height); 
            core::position2d<s32> processed(0,0);

            while (processed.Y<hMapSize.Height)
            {
                while(processed.X<hMapSize.Width)
                {
                    core::dimension2d<s32> blockSize = maxVtxBlockSize;
                    if (processed.X + blockSize.Width > hMapSize.Width)
                        blockSize.Width = hMapSize.Width - processed.X;
                    if (processed.Y + blockSize.Height > hMapSize.Height)
                        blockSize.Height = hMapSize.Height - processed.Y;

                    SMeshBuffer* buffer = new SMeshBuffer();
                    s32 x,y;

                    // add vertices of vertex block
                    for (y=0; y<blockSize.Height; ++y)
                        for (x=0; x<blockSize.Width; ++x)
                        {
                            video::SColor clr = heightmap->getPixel(x+processed.X, y+processed.Y);
                            f32 height = ((clr.getRed() + clr.getGreen() + clr.getBlue()) / 3.0f)/255.0f * maxHeight;

                            vtx.Pos.set((f32)(x+processed.X) * stretchSize.Width,
                                height, (f32)(y+processed.Y) * stretchSize.Height);

                            vtx.TCoords.set((f32)(x+0.5f) / ((f32)blockSize.Width), 
                                (f32)(y+0.5f) / ((f32)blockSize.Height));

                            buffer->Vertices.push_back(vtx);
                        }

                        // add indices of vertex block
                        for (y=0; y<blockSize.Height-1; ++y)
                            for (x=0; x<blockSize.Width-1; ++x)
                            {
                                s32 c = (y*blockSize.Width) + x;

                                buffer->Indices.push_back(c);
                                buffer->Indices.push_back(c + blockSize.Width);
                                buffer->Indices.push_back(c + 1);

                                buffer->Indices.push_back(c + 1);
                                buffer->Indices.push_back(c + blockSize.Width);
                                buffer->Indices.push_back(c + 1 + blockSize.Width);				
                            }

                            // recalculate normals
                            for (s32 i=0; i<(s32)buffer->Indices.size(); i+=3)
                            {
                                core::plane3d<f32> p(
                                    buffer->Vertices[buffer->Indices[i+0]].Pos,
                                    buffer->Vertices[buffer->Indices[i+1]].Pos,
                                    buffer->Vertices[buffer->Indices[i+2]].Pos);
                                p.Normal.normalize();

                                buffer->Vertices[buffer->Indices[i+0]].Normal = p.Normal;
                                buffer->Vertices[buffer->Indices[i+1]].Normal = p.Normal;
                                buffer->Vertices[buffer->Indices[i+2]].Normal = p.Normal;
                            }

                            if (buffer->Vertices.size())
                            {
                                // create texture for this block
                                video::IImage* img = new video::CImage(texture,
                                    core::position2d<s32>((s32)(processed.X*thRel.X), (s32)(processed.Y*thRel.Y)),
                                    core::dimension2d<s32>((s32)(blockSize.Width*thRel.X), (s32)(blockSize.Height*thRel.Y)));

                                sprintf(textureName, "terrain%d_%d", tm, mesh->getMeshBufferCount());

                                material.Texture1 = driver->addTexture(textureName, img);

                                if (material.Texture1)
                                {
                                    sprintf(tmp, "Generated terrain texture (%dx%d): %s", 
                                        material.Texture1->getSize().Width, 
                                        material.Texture1->getSize().Height,
                                        textureName);
                                    os::Printer::log(tmp);
                                }
                                else
                                    os::Printer::log("Could not create terrain texture.", textureName, ELL_ERROR);

                                buffer->Material = material;
                                img->drop();
                            }

                            buffer->recalculateBoundingBox();
                            mesh->addMeshBuffer(buffer);
                            buffer->drop();

                            // keep on processing
                            processed.X += maxVtxBlockSize.Width - borderSkip;
                }

                // keep on processing
                processed.X = 0;
                processed.Y += maxVtxBlockSize.Height - borderSkip;
            }

            SAnimatedMesh* animatedMesh = new SAnimatedMesh();
            mesh->recalculateBoundingBox();
            animatedMesh->addMesh(mesh);
            animatedMesh->recalculateBoundingBox();

            mesh->drop();

            return animatedMesh;
        }


    } // end namespace scene
} // end namespace irr
